Evasion: At 3rd level and higher, an agent can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the agent is wearing light armor or no armor. A helpless agent does not gain the benefit of evasion.

In Harm's Way: The agent gains In Harm's Way as a bonus feat at 3rd level.

Self Sacrifice (Su): At 4th level the agent may, as a full round action, give up any number of hit points to heal a living target the same amount. The target must be willing.

Spellcasting: Beginning at 4th level, an Agent gains the ability to cast a small number of divine spells, which are drawn from the Agent spell list presented in Spell Lists. An Agent must choose and prepare his spells in advance.

To prepare or cast a spell, an Agent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the Agent's Wisdom modifier.

Like other spellcasters, a Agent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Agent. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Agent indicates that the Agent gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

An Agent must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. An Agent may prepare and cast any spell on the Agent spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an Agent has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Agents of King's who are not divinely empowered use Spellbooks and memorize spells the way Wizards do with Intelligence as their spellcaster ability score. This must be determined at first level and does not change.

Swap Places: At 5th level the agent may as an immediate action swap squares with an ally of equal or lesser size when that ally is hit by a melee attack. You take the hit for that ally. At 7th you may use this against ranged attacks as well.

Uncanny Dodge (Ex): Starting at 5th level, an agent can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an agent already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Retaliatory Attack: At 6th level whenever the Agent takes an attack for an ally the attacker provokes an attack of opportunity from the agent. If an agent's weapon is sheathed then they may draw it as an immediate action as if they had Immediate Draw, but only for retaliatory attacks.

Upper Hand: At 7th, 13th, and 17th level the agent gains an additional attack of opportunity.

'Defensive Roll (Ex)': At 8th level the Agent can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the agent can attempt to roll with the damage. To use this ability, the agent must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the agent’s evasion ability (if it is possessed) does not apply to the defensive roll.

Improved Retaliatory Strike: At 9th level when an agent makes a Retaliatory Strike they get a +2 to hit and damage. This bonus increases to +5 at 17th.

Roll With It: At 10th level the Agent gains DR 2/- against attacks taken from Guardmanship. This becomes DR 5/- at 15th level and DR 10/- at 20th.

Skill Mastery: The agent becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability at 11th level, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Improved Uncanny Dodge (Ex): An agent of 12th level or higher can no longer be flanked. These defenses denies another agent or rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more agent or rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum agent or rogue level required flanking the character.

Ultimate Sacrifice (Su): At 14th level the agent may, as a full round action, give up their life to save another. The agent dies immediately and the target that the agent must be touching receives a Resurrection spell if the target has died in the past 10 minutes. If the Agent is brought back from the dead after using this power they lose access to it until they gain another level.

'Slippery Mind (Ex)': This ability represents the agent’s ability to wriggle free from magical effects that would otherwise control or compel her. If an agent with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. The Agent gains this ability at 15th level.

Ultimate Defense: At 16th level the Agent may spend an attack of opportunity as an immediate action once per round to move their movement towards an ally as they are being attacked. The Agent must then take the attack if they have any attacks of opportunity remaining.

Hide in Plain Sight (Ex): While in any sort of urban terrain, an agent of 18th level or higher can use the Hide skill even while being observed.

Worthy Soul: At 19th level whenever an Agent uses Self Sacrifice they heal twice as much damage. Hit points lost in this way by the Agent may not be healed by other Agents.

King's Champion: At 20th level whenever the Agent takes an attack through Guardsmanship the attacker makes a Will save DC 20 plus the agent's Wisdom modifier or the attack deals no damage. If the Agent then hits with a Retaliatory Strike the target must make another Will save against the same DC or cower for one round.